CHRONO CROSS: THE RADICAL DREAMERS EDITION on Steam - User reviews, Price & Information

CHRONO CROSS is an RPG that transcends time and space, unfolding across two interlinked parallel worlds. With over 40 party members to meet, people and dimensions will intertwine in this epic drama about the planet itself.

CHRONO CROSS: THE RADICAL DREAMERS EDITION is a jrpg, rpg and story rich game developed by Square Enix, D4Enterprise Co. and Ltd. and published by Square Enix.
Released on April 07th 2022 is available only on Windows in 6 languages: English, French, Italian, German, Spanish - Spain and Japanese.

It has received 2,105 reviews of which 1,286 were positive and 819 were negative resulting in a rating of 6 out of 10. šŸ˜

The game is currently priced at 19.99ā‚¬ on Steam.


The Steam community has classified CHRONO CROSS: THE RADICAL DREAMERS EDITION into these genres:

Media & Screenshots

Get an in-depth look at CHRONO CROSS: THE RADICAL DREAMERS EDITION through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: WindowsĀ® 8.1 64-bit
  • Processor: AMD A8-7600 / IntelĀ® Coreā„¢ i3-3210
  • Memory: 4 GB RAM
  • Graphics: AMD Radeonā„¢ RX 460 / NVIDIAĀ® GeForceĀ® GTX 750
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Sound Card: DirectX Compatible Sound Card
  • Additional Notes: Requires 2GB of VRAM, Supports Keyboard and gamepads

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
I first played this version awhile after release, I didn't come across any crashing or quality issues at all beyond sometimes a long loading point/freeze, but it always carried on. I don't care for the new illustrations and much prefer the old artwork for the characters. They made them way too toony for such a serious and melancholy themed game. This is one of those games I absolutely love and always remember fondly. It gives a deep bittersweet and tense feeling through its showing of how the world is complex and there isn't always a clear answer to what's good, and its never clear how much of a choice you really have. But you have to press on either way. Its dealing with how actions can have both subtle and also great consequences. Still remembering parts of this game and its music makes me misty eyed. Especially with the trickling of Trigger it places throughout the story. On that, this is not supposed to be a sequel to Trigger, but its own entry in the same world. I've seen plenty who prefer Cross, and even haven't played Trigger, so it is great even if you haven't. It does have connections, but it tries to be its own standalone story. It isn't time travel based per se but time is still a familiar factor in the world, think of more of a dimension base with how things can be so similar and different. Butterfly Effect stuff. The connections to Trigger are very deep and meaningful though where you find them, one whole event/area in particular. This got it a lot of mixed reactions on original release. It tried to do a lot in the shadow of a great game that is similar but very different to itself, trying to be its own thing and not Chrono Trigger 2. Though I think time has validated it though not enough imo. There are still tons of theorizing and talk of the lore and world, and the ill fated trilogy idea. If theres a strong loving base and people are still talking about it, I think that speaks for itself. I wish it would get more recognition but its timing and original reception made it miss the leap to the larger internet audience of today. I think it was a great game at the slightly wrong time. Like Trigger though, the music is amazing, still some of my most fav osts of any game. The artwork for the areas is very nice and has a lot of character and memorability. Each area is very unique or distinct, and for 2d art, the lighting is very nice and gives a lot of warmth or lack thereof to each place depending on intention. The gameplay is complex. Similar to trigger in that its turn based but with a bit more freedom than other traditional jrpgs. You dont have to fight most enemies, you can walk around them. But this does hinder some stats, though it isnt a straight grind exp based system. It has an elements (magic spells) system where you can find or buy them, you have to phys attack to use them, you can strategize placement in a grid and even put higher attack required ones at lower levels where it sometimes works out better, like having group heals or stat boosts earlier even if at a lower power. I hear stat boosts also dont lose anything when lowered which is a neat hint. So you can attack with one member once, cast acc boost on your dps char, and then they can massacre the enemy with the strong attack thats usually harder to land. After all my ps1 hours I literally learned this last week lol. Theres more to battle but there are much better explanations out there than mine. There are also tons of characters to get, and some are playthough exclusive. I'm still not the most thrilled on how it does this, and some forks in the story for it, but its not a make or break moment. They are all pretty distinct, though I personally am picky and only have a handful of favorites. This game doesnt hold your hand much but isnt unforgiving. You have many options to play, and many things are laid out for you to learn yourself, which gives a lot of ah ha moments that imo are much better than being overtly guided. Like I said, I have probably hundreds of hours from ps1 days and I just learned a bunch of tips and surprises since buying it here and looking more stuff up that wasnt out there back then. This one is hard to put into words that feel right for me, and I did play it at the perfect time in my life for the questions and morals it plays with, so theres def a coming of age, nostalgia bias, but I think its still a solid rpg that tried a great deal to push boundaries in the shadow of a masterpiece. The most I got out of it was the world over the gameplay, though I recently learned how different there it tried to be. The characters, their stories, the music, and the tragedy, all hit me very heavily when I first played and still is one of the hardest landed for me today. I always had nintendo growing up and this one of the first I tried when I ventured into playstations world, and it def felt like another universe. It will be as deep as you want to look into it to be. There's a reason many still comment that it never received the love it deserved. If you never heard of it, full price today may seem steep, but on any sale I would recommend to anyone. It at least tried very hard to be something spectacular, for you, without feeling like its forcing you to like it as seems custom now. Its fitting with its story how it ended up. Deep, full of life and ambition, but who knows if that ever mattered. If you're a thoughtful, somewhat emotional type you wont be disappointed. The Chrono series are 2 amazing works of media all around through the art, music, story and the gameplay itself. I am conflicted if I wished it more success to keep going stronger than it did and we could see Chrono Break, or not seeing as how that can be an even bigger curse with how so many loved series are gutted and worn as a mockery of what they were. I'm at least thankful it was spared that, though they kinda had a go at it with the art updates here. They can be toggled at least to your liking. This could just be my preference, but I swear we lost something in animated art from the 80s, 90s and even 00s. "What was the start of all this? When did the cogs of fate begin to turn? Perhaps it is impossible to grasp that answer now, From deep within the flow of time... But, for a certainty, back then, We loved so many, yet hated so much, We hurt others and were hurt ourselves... Yet even then we ran like the wind Whilst our laughter echoed, Under cerulean skies..."
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Feb. 2025
I would NOT listen to any of the recent negative reviews. I'm sure there were some technical issues when it first launched, but the game works perfectly fine now. Good HD textures, the usual JRPG remaster features work fine (speed up, auto battle, no encounter, etc.), no problem with saving (in fact the game autosaves on a dedicated slot quite often which is convenient). I played it on desktop AND Steam Deck, and worked flawlessly on both. Fantastic port of a great game.
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Dec. 2024
Best way to play Chrono Cross currently. Modding community has done some great work on the backgrounds and other textures as well if you want a true remaster.
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Nov. 2024
It's an absolute CRIME that this game is as broken as it is on the OLED Steam Deck. It's advertised as "verified" however be sure to lower your TDP, frame rate, settings to classic, and allow menus to render. All in all, I wasted around 10+/85 hours to game freezes and in-game settings changes. Legendary game turned SQUARE abandonware. Hopefully someone comes along who can identify the issues with this game. Even the developers are aware of some of the framerate inconsistencies, but none of that accounts for the game freezing so often. I love this game. It's a legend, a masterpiece, and a work of art. I'm holding on to hope that others might be able to make it work, or that it gets the update it deserves. I'm thumbing it UP because it will not get attention by bad reviews. If you truly want this game to be fully functional, you need to take your analysis of the issues to Square Enix customer support, and Steam support. Good luck, godspeed. Happy 25th anniversary Chrono Cross!
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May 2024
An underrated overrated gem. HAPPINESS = REALITY - EXPECTATIONS Honestly, the worst parts of this JRPG really only come in the form of expectation. I know I'm in the minority, but I don't think that being wildly different from a predecessor makes a game bad. This game is not Chrono Trigger, and if anything, tried very hard not to be. Hating this game for not being CT is a real waste of energy. IT TAKES A VILLAGE The core cast of characters you might get in tight-team JRPGs is replaced with an eclectic ensemble. By necessity, this widening of the spotlight reduces the depth of each character. That's fine, that's the game. The game is not about one hero, one team. It's about FATE, and everyone affected by it. It's not about Serge, it's about Arni, it's about Fort Dragonia, it's about the S.S. Zelbess. The world map is shrunk to one location, El Nido. The idea is to feel like everyone in El Nido has an effect on FATE, both the concept at large and, arguably, the main villain. This is very interesting to me. A whole "village" of whacky goofs and weirdos, all willing to put their necks on the line for their own future. This opposes a cliche: NPCs in this game are not living their lives completely unaware that you are saving the world. NPCs in this game will join you. NPCs in this game become playable. It's the story of El Nido, all who live there, and all who are affected by its FATE. I believe that, given infinite resources and time, every single character model in Chrono Cross would have been recruitable somehow, and you could confront FATE as any person who has ever been touched by its manipulations. IT TAKES A BATTLE SYSTEM TO MAKE A VILLAGE The battle system is almost excellent. It innovates, for sure, but doesn't quite know how to stick the landing. I can already see how the battle system was designed. First, they wanted the final battle to end with the player casting magic in such a way that the order played a special melody. And second, they wanted anyone in El Nido to be able to show up for the fight. Cool! So how do we do that? A NU INFORMS ME OF HOW THE BATTLE SYSTEM FITS THE THEMES Nu: Well, for starters, anyone should be able to show up and play this magic song to the final boss. Anyone should be able to cast the spells necessary to invoke the titular Chrono Cross. Me: Ah, but what if the player brings in characters who can't use some of that magic, like how Crono only knows Lightning spells? Nu: Easy, we make magic into Elements that you can equip and use like items. Me: So we don't have items? Nu: Well, we kind of do. Elements is the merging of Magic and Items. Instead of a small pocket of specific spells and a large pocket of renewable items, we'll have one medium pocket of both. Me: Okay, then what about MP? Does each Element have its own MP cost? Nu: No, that won't work. MP is gone. Instead, using Elements will cost a flat amount, and it will cost your time. Me: My time!? Nu: Yes. We are also going to merge MP with the Speed stat. We'll call it Stamina. The more Stamina you spend, the longer it takes for another turn. This way anyone can cast any spell for the same amount, and thus be able to help set up the Chrono Cross. Me: Alright, so let me get this straight: Elements = A merging of typical Magic and typical Inventory systems? Nu: Yes. Me: Stamina = A merging of speed-based turn order and MP? Nu: Yes. So now we have a system that facilitates all our needs. We can a) end the final battle by casting magic in a way to perform a beautiful song, and b) be able to recruit anyone in the world by equipping them with maneuverable Elements! Me: Neat. Are there any other cascading effects to such big changes? Nu: Well, some small ones. For starters, since technically anyone can now be recruitable, we have to get rid of the idea of individual levels. It just wouldn't make sense with the free-swap idea we're trying to push. If every character is the same level, they are equally viable. So instead, we're going to give the team itself a level, which we'll call the Star Level. It'll increase after every major fight. Me: Okay, but then I won't get EXP after battle? Why should I fight? Nu: Well, if you aren't fighting for EXP to level up, the only real reason to engage in battle is for loot. Me: What kinds of loot? Nu: Hmmm... money, Elements... but also, I suppose we ought to create a crafting system that requires basic materials. Otherwise, all the battles between bosses will feel like hurdles you're better off avoiding, rather than chances to grow. Me: Ah, okay, that sounds tricky, but I'm sure we can pull it off! Nu: What matters is that if you pluck a turnip character out of the ground, or if you recruit a pink dog, or if you find a giant voodoo doll, the battle system itself fully supports your urge to toss that weirdo onto your team! Try them out! Isn't it neat how all of El Nido is excited to join in the fight against FATE!? YEAH BUT DID THEY PULL IT OFF? Well, in some ways they did, and in some they didn't. I enjoy the puzzle-like effect of the battles, and I think the idea of a whole archipelago ensemble is really beautiful. But I do think there are some pieces that could make it more exciting. Honestly, manipulating the Field Effect in order to Trap a Summon is a neat challenge, and having more things like that which required Field setup would have been really interesting. Also, as much as the crafting system requires you to do small fights, the fights are so liberal with materials, and the crafting itself so uninteresting, that you never actually need to seek enemies out in that way. To truly have fun with the system, you pretty much need to work with the few character gimmicks that present challenge and pay-off. Sprigg's Doppelganger collection and Pip's evolution are genuinely neat things to juggle. I honestly wish more indie games would look at this system and try to revamp it for the modern age, rather than messing with Chrono Trigger's tired and outdated system. Maybe one day we'll get a Cross-alike. Maybe. I'M A TRAITOR FOR NOT HATING CHRONO CROSS Personally, I think Chrono Cross holds up. It may not be the best JRPG, especially with how liberally it changes formulas, but it's exactly this boldness and creativity that draws me to it. It has real heart. And even though it doesn't satisfy the modern anime obsession with a "small cast of lovable characters with recognizable trope personalities," it is the only game I can think of that feels like the whole world is just as invested in me saving it as I am, even if only for silly little reasons. Actually, maybe specifically *because* of all the silly little reasons.
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Last Updates
Steam data 02 April 2025 14:18
SteamSpy data 02 April 2025 05:33
Steam price 04 April 2025 20:26
Steam reviews 02 April 2025 15:45

If you'd like to dive deeper into the details about CHRONO CROSS: THE RADICAL DREAMERS EDITION, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about CHRONO CROSS: THE RADICAL DREAMERS EDITION
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck CHRONO CROSS: THE RADICAL DREAMERS EDITION compatibility
CHRONO CROSS: THE RADICAL DREAMERS EDITION
6
1,286
819
Online players
42
Developer
Square Enix, D4Enterprise Co.,Ltd.
Publisher
Square Enix
Release 07 Apr 2022
Platforms